POWDERLINE
GUIDE · GEAR

Gear, the wheel and quests

The seventy cosmetics, how rarities are rolled, where coins come from, and what a quest actually checks.

Snowboarder in a red top, checked pants and a beanie riding a daylight slope
A loadout out of the closet: the Lumberjack top, plaid pants, a pompom beanie and a wood-grain deck, worn on the hill exactly as the fitting room showed them.

Seventy things to wear

Cosmetics come in five slots: 27 tops, 8 pants, 15 hats, 11 deck designs and 9 particle trails. Every one of them is purely visual. Nothing you can wear, win or buy makes the board ride differently — the physics is the same for the rider in the default kit and the rider in a legendary jacket.

They are graded in five rarities: 15 common, 21 uncommon, 18 rare, 11 epic and 5 legendary. A hat replaces the helmet dome rather than sitting on top of it — a hat on a helmet reads ridiculous — and a trail is a particle effect streaming off the tail, with a glowing ribbon painted onto the snow along the carve for the ones that have one.

The closet

The closet is a fitting room: a 3D mannequin on a turntable wearing whatever combination you pick, under its own lighting, spinning slowly unless you drag it. Try-ons are free and unlimited, whether you own the item or not — the point is to see the combination before you spend on it. The mannequin is built by the same code that dresses the rider on the hill, so what you see is what you will get.

The wheel

New gear comes off the prize wheel. A spin costs 75 coins and the odds are the same for everyone: 55% common, 25% uncommon, 13% rare, 5.5% epic and 1.5% legendary. One detail worth knowing: the server rolls the prize first, then the wheel is animated so it lands on a segment of that rarity. The pointer never lies; it just does not decide. Nothing in the browser can be edited to change a roll.

There is a pity rule. If you have gone 59 spins without a legendary, the sixtieth is one — guaranteed, counted from your last legendary, whether that came from the odds or from a previous pity.

A spin that lands on something you already own refunds coins instead of handing you a duplicate: 15 for a common, 20 uncommon, 30 rare, 45 epic, 60 legendary. Every spin is recorded, which is what the pity count and the refund are read from.

Where coins come from

What a quest actually checks

During a run the game counts what you do: flips landed, spins of 540° or more, metres of rail. When the run ends, one report goes to the server, which validates it against the quest and pays out — every rule that matters lives there, not in your browser. The ride log on your profile is written from the same report, so what a quest credits and what your log says always agree.

A quest counts landed tricks only. A sketchy landing counts; a wipeout does not, because the run — and its report — ends with the crash.

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